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	<id>https://wiki.uqm.stack.nl/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mainman</id>
	<title>Ultronomicon - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.uqm.stack.nl/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mainman"/>
	<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/Special:Contributions/Mainman"/>
	<updated>2026-04-19T17:01:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Jugger&amp;diff=24591</id>
		<title>Jugger</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Jugger&amp;diff=24591"/>
		<updated>2010-11-11T18:47:28Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Tactical Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Notext_VR_jugger.png‎|thumb|306px|Fan-made image by VileRancour.]]&lt;br /&gt;
&lt;br /&gt;
The [[Utwig]] &#039;&#039;&#039;Jugger&#039;&#039;&#039; is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems.&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Jugger is surprisingly fast for its size, although its acceleration is weak.  But it is also outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Jugger&#039;s main weapon is an array of six forward-facing, &amp;quot;energy spear&amp;quot; cannons powered by an extremely efficient combat dynamo system.  With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries.  With a moderate rate of fire and damage, a Jugger can obliterate most other ships with a few salvos. Each cannon &amp;quot;spear&amp;quot; in a salvo will kill one member of the enemy&#039;s crew upon striking the ship.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The Jugger is equipped with a unique shielding system.  It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries!  However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shields are no longer usable. The only way for a Jugger to get its energy levels back up then is by leaving the combat theater; a Jugger always enters battle with its batteries at half of its maximum capacity.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
The Jugger&#039;s shields consume energy when used, but they absorb energy from enemy attacks.  Therefore, a skilled Jugger pilot who uses his shields only when necessary can keep his batteries fully charged and minimize damage to his ship.  A corollary to this is that one should keep an eye on &amp;quot;skirmisher&amp;quot; weapons that require more energy to shield against than will be regained by shielding against them.  Such weapons can slowly bleed the batteries dry, leaving captains in a vulnerable position.&lt;br /&gt;
&lt;br /&gt;
The Jugger&#039;s massive size and poor acceleration make [[gravity well]]s particularly dangerous, since at full speed they can be difficult to avoid.  This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.&lt;br /&gt;
&lt;br /&gt;
When fighting a computer-controlled [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], a most effective strategy is a full-on frontal assault.  The computer makes a policy of firing as fast as it can, so on approach, absorb all the punishment they can dish out, and when their fuel tanks run dry, take a potshot or two from point-blank range.  As soon as they get enough energy to fire back, they will, so keep the shields at the ready, and whittle them down to nothing with impunity. Indeed, some consider this ship to be more effective against Dreadnoughts AND Marauders than even the almighty [[Chmmr]] [[Avatar]]! It is worth noting, however, that a lone Dreadnought fighter represents a hole in this strategy, as their individual attacks do not appreciably replenish the Jugger&#039;s shields, and once shield energy is exhausted the Jugger can easily be picked apart.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that a Jugger&#039;s shields do not absorb energy from an [[Androsynth]] [[Guardian]] in its Blazer form.  While the Jugger won&#039;t take damage from the [[Guardian]]&#039;s Blazer form, it also cannot re-energize its Batteries from it. Orz Space Marines likewise are repelled by the Jugger&#039;s shield, but offer no energy gain.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that the shield does not protect against the [[Shofixti]] [[Scout]]&#039;s [[Glory Device]]. The Jugger takes the same damage from the explosion whether shielded or unshielded.&lt;br /&gt;
&lt;br /&gt;
The Jugger is one of the best ships in the game against the [[Sa-Matra]], along with the [[Pkunk]] [[Fury]], as its shields render the Sa-Matra&#039;s comets useless.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Utwig]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=24590</id>
		<title>Nemesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=24590"/>
		<updated>2010-11-11T18:41:55Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Minutiae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Notext_VR_nemesis.png‎|thumb|306px|Fan-made image by VileRancour.]]&lt;br /&gt;
&lt;br /&gt;
Underestimating the [[Orz]] &#039;&#039;&#039;Nemesis&#039;&#039;&#039; would likely be the last mistake anyone can ever make. Like its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy.  Never, under any circumstances, chase after the Nemesis!&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Nemesis is fairly quick, has a fair turn-rate and good acceleration.  Its relatively large footprint makes dodging incoming fire difficult, although not impossible.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Nemesis is armed with a moderately powerful howitzer cannon which is remarkable in that it can be rotated to different firing positions during combat by holding the secondary weapon button while using the turning controls.  The rotational turret allows usage as a strafing weapon or as a backwards utilized attacker-repellent.   The energy costs of this weapon are rather large, however, and it can only fire volleys of two or three shots at a time. Each hit from the howitzer kills three crew members.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes &amp;amp;mdash; launched by holding the secondary button while pressing the fire button &amp;amp;mdash; and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a [[Leyland Gravity Whip]] to speed them towards their target, a tactic for which they have been specially trained. Each Marine is heavily armored and can take three damage before dying.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll.&lt;br /&gt;
&lt;br /&gt;
==Minutiae==&lt;br /&gt;
*Marines kill one enemy crew automatically upon boarding an opposing ship.&lt;br /&gt;
*While marines are on board an opposing ship, a virtual die roll is made every half second for each marine. The possible outcomes of this die roll are: 50% chance one enemy crew dies, 43.75% chance nothing happens, 6.25% chance a marine dies.&lt;br /&gt;
*A single marine will score 9 kills (including the freebie) on average before dying, though results vary tremendously.&lt;br /&gt;
*A maximum of eight Marines can be present on the battlefield at any given time. &lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Nemesis_icon.png|link=nemesis|race=[[Orz]]|crew=16|value=23|batt=20|regen=0.142|primary=Howitzer|prim-cost=6|prim-rate=5|secondary=Space Marine|sec-cost=0|sec-rate=12|speed=35|turn=0.5|accel=5|mass=4}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Orz]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=24589</id>
		<title>Nemesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Nemesis&amp;diff=24589"/>
		<updated>2010-11-11T18:40:23Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Notext_VR_nemesis.png‎|thumb|306px|Fan-made image by VileRancour.]]&lt;br /&gt;
&lt;br /&gt;
Underestimating the [[Orz]] &#039;&#039;&#039;Nemesis&#039;&#039;&#039; would likely be the last mistake anyone can ever make. Like its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy.  Never, under any circumstances, chase after the Nemesis!&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Nemesis is fairly quick, has a fair turn-rate and good acceleration.  Its relatively large footprint makes dodging incoming fire difficult, although not impossible.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Nemesis is armed with a moderately powerful howitzer cannon which is remarkable in that it can be rotated to different firing positions during combat by holding the secondary weapon button while using the turning controls.  The rotational turret allows usage as a strafing weapon or as a backwards utilized attacker-repellent.   The energy costs of this weapon are rather large, however, and it can only fire volleys of two or three shots at a time. Each hit from the howitzer kills three crew members.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes &amp;amp;mdash; launched by holding the secondary button while pressing the fire button &amp;amp;mdash; and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a [[Leyland Gravity Whip]] to speed them towards their target, a tactic for which they have been specially trained. Each Marine is heavily armored and can take three damage before dying.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll.&lt;br /&gt;
&lt;br /&gt;
==Minutiae==&lt;br /&gt;
*Marines kill one enemy crew automatically upon boarding an opposing ship.&lt;br /&gt;
*While marines are on board an opposing ship, a virtual die roll is made every half second for each marine. The possible outcomes of this die roll are: 50% chance one enemy crew dies, 43.75% chance nothing happens, 6.25% chance a marine dies.&lt;br /&gt;
*A single marine will score 9 kills (including the freebie) on average before dying, though results vary tremendously.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Nemesis_icon.png|link=nemesis|race=[[Orz]]|crew=16|value=23|batt=20|regen=0.142|primary=Howitzer|prim-cost=6|prim-rate=5|secondary=Space Marine|sec-cost=0|sec-rate=12|speed=35|turn=0.5|accel=5|mass=4}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Orz]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Dreadnought&amp;diff=24588</id>
		<title>Dreadnought</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Dreadnought&amp;diff=24588"/>
		<updated>2010-11-11T18:37:55Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=0 cellpadding=0 cellspacing=0 align=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Star_control_i_ur-quan_dreadnought_databank.png|thumb|306px|Starship Databank Entry]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{UrQuanNav}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Ur-Quan Kzer-Za]] &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; is the mainstay of the [[Hierarchy]] fleet. A fully-crewed Dreadnought can crush most other spacecraft with ease. The Dreadnought also doubles as a planetary siege unit; the ship is capable of punching through stationary fortifications, destroying large structures on and beneath a planet&#039;s surface, and subduing alien worlds without support. Only the [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], [[Chmmr]] [[Avatar]] and [[The Flagship]] match the Dreadnought in sheer size. The massive structure of the Dreadnought is reinforced with special &#039;&#039;Eterna-tech&#039;&#039; metal seen in other examples of Ur-Quan technology.{{ref|1}} Should a Dreadnought be disabled, the ship will self-destruct to prevent other species from reverse-engineering Ur-Quan technology. Most sources indicate that Ur-Quan Dreadnoughts have only a single [[Ur-Quan]] on board because of their intense intraspecies territoriality. All other crew members are believed to be [[battle thralls]] forced to work on board the Dreadnought.{{ref|2}} Due to the unique Ur-Quan physiology, the ceilings of a Dreadnought&#039;s interior are covered with roped webbing which allow an Ur-Quan captain to loom over its controls and slaves while clinging to the ceiling with its back claws.&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Dreadnought is not a fast or nimble ship. Its strength lies in its enormous firepower and considerable crew capacity.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Dreadnought&#039;s fusion blaster is a devastating weapon. Its rate of sustainable fire is high, yet many adversaries can be wiped out with only one or two fusion blasts. The energy consumption of this weapon is significant, yet manageable due to the Dreadnought&#039;s plentiful energy banks. This weapon is limited somewhat by the Dreadnought&#039;s slow turning rate. Fusion blast velocity is relatively slow compared to other weapon systems, causing them to be somewhat inaccurate.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
An Ur-Quan captain can also send out pairs of small, one-man fighters armed with lasers to harass the enemy. A swarm of these can team up to puncture an enemy ship&#039;s hull in seconds. Each fighter has only a limited supply of life support and fuel and must return to the Dreadnought after its brief sortie. Fighters are not affected by gravity. If they encounter a planet they will &#039;scoot&#039; around it in short choppy motions (in Star Control I they die). Encounters with asteroids will kill fighters.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
The word &amp;quot;finesse&amp;quot; is not present in a Dreadnought captain&#039;s vocabulary. Victory is nominally achieved through liberal application of superior firepower. The relatively high firing rate of the main weapon lends itself to this strategy quite nicely, but the Dreadnought&#039;s sub-optimal turning rate can complicate things. Fighters vary in effectiveness depending upon what they are deployed against and are usually ideal against slow targets. Be wary, for some ships are equipped with weapon systems which can easily shoot down any number of fighters.&lt;br /&gt;
&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}&#039;&#039;From the [[Lander]] report when investigating and unsuccessfully attempting to open the [[Syreen Vault]].&#039;&#039;&lt;br /&gt;
{{note|2}}&#039;&#039;From the [[Star Control]] manual, pg. 19, and the [[Star Control II]] manual, pg. 66 (PC).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Dreadnought_icon.png|link=dreadn|race=[[Ur-Quan Kzer-Za|Ur-Quan]]|crew=42|value=30|batt=42|regen=0.14|primary=Fusion Blaster|prim-rate=6|prim-cost=6|secondary=Autonomous Fighters|sec-rate=9|sec-cost=8|speed=30|turn=0.2|accel=0.86|mass=10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kzer-Za]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Penetrator&amp;diff=24587</id>
		<title>Penetrator</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Penetrator&amp;diff=24587"/>
		<updated>2010-11-11T18:30:01Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_syreen_penetrator_databank.png|thumb|306px|Starship Databank Entry]] &lt;br /&gt;
The [[Syreen]] &#039;&#039;&#039;Penetrator&#039;&#039;&#039; is lightly crewed and not terribly powerful in terms of offensive weaponry, but it is able to use &amp;quot;wiles&amp;quot; to strengthen itself while weakening enemy ships.  With the [[Mycon]] [[Podship]] and the [[Pkunk]] [[Fury]], the Penetrator is one of the few ships able to come out of battle stronger than they went in.&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Penetrator has a good turn rate and a fair top speed but suffers from somewhat lacking acceleration. Its shape, center of gravity and turn rate can be masterfully combined into an orbiting maneuver, during which the Penetrator circles a planet until it finds the direction it wants, so as to use the Gravity-whip maneuver.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Penetrator&#039;s primary weapon is a weak, forward-firing weapon with a fair range and acceptable firing rate. Each shot from the weapon kills two enemy crew members. Normally it is used for nothing but finishing off a Psi-resistant captain. This weapon is more commonly known as a &amp;quot;Particle Beam Stiletto&amp;quot;, or alternatively as a &amp;quot;light Electron Dagger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
To compensate for its lack of offensive power, the Penetrator captain employs the &amp;quot;Syreen Song&amp;quot;, a short-range hypnosis field designed to lure enemy crew from their ships via the airlocks. The effectiveness of the Syreen Song decreases with distance. When the ships are right next to each other, eight crew members may desert, but a ship will never be abandoned altogether. If the Penetrator picks up the crew, they will willingly serve alongside the Syreen as members of the Penetrator&#039;s crew; if the enemy ship reclaims their crew, they are able to counteract the effects of the hypnosis field -- at least for a while.  During the war, crews on board Syreen ships became a surreal pastiche of alien races, with [[Ilwrath]], [[VUX]], [[Spathi]] and others working dutifully side by side with human volunteers under the command of beautiful Syreen officers.&lt;br /&gt;
&lt;br /&gt;
Crew under the effect of the &amp;quot;Syreen Song&amp;quot; appear as green dots and float slowly toward the Penetrator. They have a limited amount of life support and if not retrieved by either ship, will expire and be lost. They are affected by gravity, so if they jump ship near the planet, they will fall into it and die. The Song has no effect on non-sentient beings like those who man the [[Slylandro]] [[Probe]].&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
Against most ships, the tactic is pretty straightforward -- close in quickly, evade incoming fire, and use the &amp;quot;Syreen Song&amp;quot; to bolster your ranks and weaken the enemy&#039;s.  Once you have made the enemy&#039;s crew your own, finish them off with a few quick shots. &lt;br /&gt;
Slow ships are the prefereable targets for Penetrator captains. &lt;br /&gt;
Ships with good turn rates and/or good firing rates are what Syreen captains fear most.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Penetrator_icon.png|link=penetrat|race=[[Syreen]]|crew=12&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(starting)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; / 42&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(max)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; |value=13|batt=16|regen=0.142|primary=Particle Beam Stiletto|prim-cost=1|prim-rate=8|secondary=Syreen Song|sec-cost=5|sec-rate=10|speed=36|turn=0.5|accel=4.5|mass=2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Syreen]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Marauder&amp;diff=24586</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Marauder&amp;diff=24586"/>
		<updated>2010-11-11T18:20:54Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Notext_VR_marauder.png‎|thumb|306px|Fan-made image by VileRancour.]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{UrQuanNav}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Ur-Quan Kohr-Ah|Kohr-Ah]] &#039;&#039;&#039;Marauder&#039;&#039;&#039; is a very powerful vessel rivaling the [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]. It is armed with spinning sawblades and a destructive F.R.I.E.D. system. The ship has been described as being ominously black, as dark as space, with an alien script carved upon the hull producing a &amp;quot;crusty&amp;quot; appearance.&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
Comparable in size, speed, acceleration and turning to an Ur-Quan Dreadnought, what the Marauder lacks in mobility it more than makes up for with its devastating weapons systems.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
In combat, the Marauder launches spinning metal-blade disks with a near-limitless range and a short-range homing capability.  When launched, they will travel in a given direction as long as the fire button is held down, and when it is released, they will stop and hold their position.  As an enemy ship approaches, the disks will slowly close in on it, causing massive damage on contact. Blades in motion (fire button held down) are slightly affected by gravity. Once the button is released, the blade will stay in place even if right next to the planet, and will seek the enemy independent of gravitational effects.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The &amp;quot;Fiery Ring of Inevitable and Eternal Destruction,&amp;quot; or F.R.I.E.D., is a ring of super-heated, ionized gases that expands from ports opening along the Marauder&#039;s perimeter, annihilating anything in its path. If a F.R.I.E.D. shot and an enemy projectile collide, the F.R.I.E.D. will always win.  This property makes them very useful for defense. Using the F.R.I.E.D. consumes half of the maximum battery.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
Overall, the Kohr-Ah Marauder is one of the most powerful ships in our region of space.  Its weapon systems make it an effective opponent at any range, and the primary weapon is particularly useful in &amp;quot;setting traps&amp;quot;; surrounding an enemy ship with blades on all sides and letting them close in.&lt;br /&gt;
&lt;br /&gt;
Its firing rate is slower than the Dreadnought, and its weapons do less damage, but the range and homing abilities more than make up for it.&lt;br /&gt;
&lt;br /&gt;
As with the [[Mycon]] [[Podship]], the Marauder&#039;s weakness is its slow turning ability.  Thus, a skilled [[Spathi]] [[Eluder]] or other nimble ship can retreat near the edge of a screen so that the Marauder begins turning around, making the Marauder vulnerable to a quick about-face, hit-and-run attack by its speedy enemy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all/&amp;gt;&lt;br /&gt;
{{ShipBox|name=Marauder|image=Marauder_icon.png|link=marauder|race=[[Ur-Quan Kohr-Ah|Kohr-Ah]]|crew=42|value=30|batt=42|regen=0.2|primary=Spinning blade-disk|prim-rate=6|prim-cost=6|secondary=F.R.I.E.D.|sec-rate=9|sec-cost=20|speed=30|turn=0.2|accel=1.2|mass=10}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Kohr-Ah]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Broodhome&amp;diff=24585</id>
		<title>Broodhome</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Broodhome&amp;diff=24585"/>
		<updated>2010-11-11T18:17:23Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_chenjesu_broodhome_databank.png|thumb|306px|Starship Databank Entry]]  &lt;br /&gt;
The [[Chenjesu]] &#039;&#039;&#039;Broodhome&#039;&#039;&#039; is made (or grown, as some speculate) using crystalline solids which allow the ship to hold up against significant punishment in combat. The Broodhome&#039;s colossal frame houses the means to rapidly fabricate and deploy combat support drones known as DOGIs. Once deployed, these drones are controlled via four protrusions on the forward hull which act as high-frequency resonators. The renowned might of this ship comes at the cost of mobility, of which the Broodhome has very little to speak. During the [[Ur-Quan Slave War]], the Broodhome was the only [[Alliance]] ship that the [[Ur-Quan Kzer-Za|Ur-Quan]] considered to be a meaningful threat to the [[Hierarchy]] forces.{{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Broodhome is the most cumbersome war ship of the present era. Although its top speed is high enough to overtake a few other known craft in an extended chase, this vessel&#039;s minimal acceleration and turn rate can make this quite difficult. Broodhome pilots must take every possible precaution to avoid drifting into planetary bodies during combat.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Broodhome launches Photon Crystal Shards as its main weapon. These can be propelled over vast distances{{ref|2}} and explode with incredible force. Photon Crystal Shards have several limitations: their velocity is mediocre, only one may be present at a time, and no homing capability exists. Direct hits with this weapon are infrequent as one might expect. Fortunately, the shard has an alternate firing mode which is intended to turn near-misses into partial hits. Upon receiving the proper signal, a shard will detonate itself, hurling shrapnel out in many different directions. A direct hit from a full shard inflicts six damage, while each fragment of shrapnel inflicts two damage. A Broodhome cannot be harmed by its own ordnance.&lt;br /&gt;
&lt;br /&gt;
Whole photon crystals are among the few weapons affected by planetary gravity. Shrapnel is not affected.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The Chenjesu often rely on DOGI (&amp;quot;De-energizing Offensive Guided Interceptor&amp;quot;) combat support drones. During battle, DOGIs will seek out an enemy ship and attempt to crash into it. DOGIs will avoid their designated target&#039;s forward firing arc so as to prolong their lifespan. A DOGI collision will inflict no damage, but rather drain ten points of energy. DOGIs also carry sufficient mass to alter an enemy ship&#039;s trajectory upon collision. A Broodhome must use up its entire energy capacity to bring a DOGI into combat, though it is usually worth the trouble. DOGIs have three hit points and are unfortunately quite vulnerable to friendly fire from Photon Crystal Shards. Only four DOGIs can be maintained at a time.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
* There are definite exceptions, but the Broodhome usually performs better when combat is fought over a distance. Traveling away from the enemy is therefore recommended during most engagements. The high firepower of this ship does allow it to hold its own in short range combat, but directly approaching an opponent means that the Broodhome&#039;s primary weapon will suffer a disadvantage from the [[Relativity Effect]] while the enemy will receive a benefit from it. The aggressive approach also leaves the Broodhome more vulnerable to flanking maneuvers.&lt;br /&gt;
&lt;br /&gt;
* The primary weapon can be used to flood a circular area in front of the Broodhome with shrapnel. To do this, rapidly tap the &amp;quot;Weapon&amp;quot; key. This is most useful against opponents which are attempting to flank the Broodhome. It also has some limited potential for shooting down incoming projectiles. The downside of this tactic is that it puts a great strain on the Broodhome&#039;s battery.&lt;br /&gt;
&lt;br /&gt;
* DOGIs vary in usefulness depending on what the Broodhome is up against. Certain ships will find DOGIs easy to avoid, while others are virtually guaranteed to be neutralized and subsequently destroyed because of them. DOGIs are only truly detrimental when they are deployed immediately before the enemy begins an assault on the Broodhome, leaving the Broodhome unable to fire its weapon at a critical moment. Bringing these into the fray is otherwise worthwhile.&lt;br /&gt;
&lt;br /&gt;
* When fighting against a Broodhome, there is one very important thing to keep in mind: DOGIs withdraw when your ship&#039;s front is pointed towards them. It is possible to ward off several DOGIs at once through clever steering, especially when controlling a ship with a fast turn rate.&lt;br /&gt;
&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}&#039;&#039;[[Star Control]] manual, pg. 25.&#039;&#039;&lt;br /&gt;
{{note|2}}&#039;&#039;The [[Chmmr]] say that the [[Sa-Matra]] incinerated their Broodhomes from ten times the weapon range of their ships. They also say that the Sa-Matra was able to vaporize ships from the far end of a star system.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Broodhome_icon.png|link=brdhome|race=[[Chenjesu]]|crew=36|value=28|batt=30|regen=0.2|primary=Photon Crystal Shard|prim-cost=5|prim-rate=0|secondary=DOGI|sec-cost=30|sec-rate=0|speed=27|turn=0.142|accel=0.6|mass=10}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Chenjesu]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Eluder&amp;diff=24584</id>
		<title>Eluder</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Eluder&amp;diff=24584"/>
		<updated>2010-11-11T15:44:51Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_spathi_discriminator_databank.png|thumb|306px|Starship Databank Entry from [[Star Control I]], still showing the title of Discriminator.]]&lt;br /&gt;
&lt;br /&gt;
The multi-colored [[Spathi]] &#039;&#039;&#039;Eluder&#039;&#039;&#039;, formerly known as the &#039;&#039;&#039;Discriminator&#039;&#039;&#039;, remains the bulk of the Spathi fleet even 20 years after the War. Its construction, though seemingly chaotic, is carefully designed to mimic its crew&#039;s natural attributes: paranoia, elusiveness, and cowardice. From the outside, the Eluder consists of many bubble-shaped, solid-colored cabins joined together by smaller gray corridors. The intention of having so many large seemingly crew-filled projections is partly to obfuscate enemy into targeting the decoy cabins and to direct enemy fire away from the sections where the crew resides. However, in-game, enemy weapons incapacitate the same amount of crew no matter where the Eluder is damaged.&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Eluder is one of the fastest ships in our region of space. The rapid acceleration and turning rate of this ship led [[Human]] servicemen to nickname it the &amp;quot;space jitterbug&amp;quot; during the [[Ur-Quan Slave War]].{{ref|1}} It is capable of an impressive maximum speed as well. The Eluder&#039;s powerful propulsion system is not intended for speeding into battle, but rather for speeding away from it. From this perspective, the Eluder performs admirably.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Eluder&#039;s primary weapon consists of a repeating forward mounted gun{{ref|2}} which can fire off low impact projectiles over a short distance. This gun is widely considered to be inferior to the Eluder&#039;s other armament, but it does have advantages over it: the projectiles fire in rapid succession and travel at a high velocity, allowing them to hit targets the Spathi&#039;s secondary weapon might be ill-suited against. Each projectile kills one enemy crew member upon contact.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The secondary weapon epitomizes the Spathi approach to war. The Backwards Utilizing Tracking Torpedo (B.U.T.T.) is a medium range, low impact homing missile with moderate speed and maneuverability. Fired from the rear of the craft, B.U.T.T. missiles are the favored weapon of the Spathi military due to their effectiveness during evasion and retreat. Each missile kills two enemy crew members upon contact.&lt;br /&gt;
&lt;br /&gt;
As with the [[Mycon]] [[Podship]]&#039;s plasmoid, this weapon can damage the Eluder if fired while the ship&#039;s aft is pointed directly away from the enemy ship. B.U.T.T. missiles can also occasionally strike and neutralize each other.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
* The Eluder has fantastic durability and speed, but lacks in firepower. In addition to low impact weaponry, the ship&#039;s energy banks are small and slow to recover. These vessels are not at all suited for frontal assault due to these deficiencies. The defensive nature of this ship often leads to protracted engagements.&lt;br /&gt;
&lt;br /&gt;
* This ship is at its best when it is running away from a pursuing enemy while lobbing torpedoes backward. Spathi torpedoes have a lower velocity and higher duration than the average projectile, making them more heavily influenced by the [[Relativity Effect]]. In practical terms this means that torpedoes are especially useful against pursuing enemies, while typically unable to reach retreating enemies. The tracking system on these torpedoes is not perfect, but tremendous mobility is required to outmaneuver them.&lt;br /&gt;
&lt;br /&gt;
* Some adversaries will not pursue a Spathi Eluder at all. If their weapon range is longer, they won&#039;t need to. A tactic that often works well against slower-than-average enemies that will not pursue is to race ahead of the enemy ship and drop B.U.T.Ts in their flight path before they can veer away. Hostile craft with decent acceleration and turning speed are difficult to overtake, in which case the forward gun works better.&lt;br /&gt;
&lt;br /&gt;
==Minutiae==&lt;br /&gt;
&lt;br /&gt;
The rumored [[Black Spathi Squadron]] Eluders are painted black with red stripes rather than the usual gaudy color scheme.&lt;br /&gt;
&lt;br /&gt;
==Known Ships==&lt;br /&gt;
*[[StarRunner]]&lt;br /&gt;
&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}&#039;&#039;[[Star Control]] manual, p. 24.&#039;&#039;&lt;br /&gt;
{{note|2}}&#039;&#039;This may be the weapon Commander [[Hayes]] refers to when he describes the Spathi as a &amp;quot;cowardly, mobile clam armed with a howitzer.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Eluder_icon.png|link=eluder|race=[[Spathi]]|crew=30|value=18|batt=10|regen=0.091|primary=Forward Mounted Gun|prim-cost=2|prim-rate=0|secondary=B.U.T.T. Missiles|sec-cost=3|sec-rate=7|speed=48|turn=0.5|accel=6|mass=7}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Spathi]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Avatar&amp;diff=24580</id>
		<title>Avatar</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Avatar&amp;diff=24580"/>
		<updated>2010-11-11T03:40:40Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Notext_VR_avatar.png‎|thumb|306px|Fan-made image by VileRancour.]]&lt;br /&gt;
The [[Chmmr]] &#039;&#039;&#039;Avatar&#039;&#039;&#039; is the culmination of the [[Mmrnmhrm]] and [[Chenjesu]]&#039;s combined technological prowess, replacing both the [[X-Form]] and [[Broodhome]]. The Avatar boasts the greatest firepower of any war ship to see mass-production in our region of space. As [[The Process]] was initiated with the intent of creating a race powerful enough to defeat the [[Ur-Quan Hierarchy]], it is assumed that the Avatar was designed specifically for the purpose of defeating the [[Ur-Quan Kzer-Za|Ur-Quan]].&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Avatar possesses slightly higher maximum speed, acceleration and turning rate than both the Ur-Quan [[Dreadnought]] and [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]; its mobility is roughly average. It is quite large, however, and appropriate care should be taken near gravity wells.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Chmmr have designed the most devastating laser in the galaxy, so powerful that it ionizes the solar wind, causing visible sparkles in the void. Capable of burning through the toughest of armor in seconds, this laser makes head-to-head weapon exchanges with the Avatar a suicidal proposition. Some sources describe this primary weapon as a &amp;quot;heavy X-ray laser.&amp;quot;{{ref|1}} Unlike the other laser weapons, the Avatar&#039;s laser kills two enemy crew members per hit. While undeniably powerful, this weapon&#039;s range is relatively short.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
To overcome its range deficiency, the Avatar is also outfitted with a powerful tractor beam capable of pulling ships into the Avatar&#039;s maw by generating a field of artificial gravity. The effect of the tractor beam depends on the mass of the targeted spaceship. Massive ships experience less gravitational acceleration than smaller ships.  However, an affected ship must also be fast in order to overcome the pull of this device. Slow ships and lightweight ships will inevitably be dragged in. Non-inertial spacecraft, such as the [[Arilou]] [[Skiff]] being unaffected by gravity, are immune to the tractor beam.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
In addition to its already formidable arsenal, the Avatar is orbited by three automated laser turrets nicknamed &amp;quot;ZapSats&amp;quot;. These are intended as both a form of protection and close range fire support. ZapSats will shoot repeatedly  at any enemy projectile or ship within their reach. Given their high rate of fire, ZapSats are quite effective at negating a variety of different weapon systems. While all three ZapSats are functional, the Avatar is virtually unassailable when pitted against certain adversaries. Each ZapSat has 10 hit points.&lt;br /&gt;
&lt;br /&gt;
== Tactical Overview ==&lt;br /&gt;
* While the Avatar is not the fastest of ships, its tractor beam indirectly increases its speed. With judicious use of the tractor beam, the main weapon can quickly be brought to bear on many unfortunate foes. The tractor beam can also be used to interrupt an opponent&#039;s [[Leyland Gravity Whip|gravity whip]] or even pull an opponent into the planet. However, both the main laser and the tractor beam can deplete the Avatar&#039;s power banks if overused. Indiscriminate use of the tractor beam can also send an opponent into a high speed trajectory, potentially giving them an advantage.&lt;br /&gt;
&lt;br /&gt;
* Ships that typically fare the best against the Avatar are those which can maintain a position outside of the Avatar&#039;s weapon range and shoot through its satellite ring. Ships capable of shielding themselves from damage can also threaten the Avatar by using their shield to overcome the Avatar&#039;s overwhelming firepower and attacking it from beyond its reach when able. The Avatar is much easier to defeat after its ring of ZapSats has been destroyed.&lt;br /&gt;
&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}&#039;&#039;[[3DO]] version ship video&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Avatar_icon.png|link=avatar|race=[[Chmmr]]|crew=42|value=30|batt=42|regen=0.5|primary=Heavy X-ray Laser|prim-cost=2|prim-rate=0|secondary=Tractor Beam|sec-cost=1|sec-rate=0|speed=35|turn=0.25|accel=1.166|mass=10}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Chmmr]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Avatar&amp;diff=24579</id>
		<title>Avatar</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Avatar&amp;diff=24579"/>
		<updated>2010-11-11T03:20:55Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Notext_VR_avatar.png‎|thumb|306px|Fan-made image by VileRancour.]]&lt;br /&gt;
The [[Chmmr]] &#039;&#039;&#039;Avatar&#039;&#039;&#039; is the culmination of the [[Mmrnmhrm]] and [[Chenjesu]]&#039;s combined technological prowess, replacing both the [[X-Form]] and [[Broodhome]]. The Avatar boasts the greatest firepower of any war ship to see mass-production in our region of space. As [[The Process]] was initiated with the intent of creating a race powerful enough to defeat the [[Ur-Quan Hierarchy]], it is assumed that the Avatar was designed specifically for the purpose of defeating the [[Ur-Quan Kzer-Za|Ur-Quan]].&lt;br /&gt;
&lt;br /&gt;
==Propulsion==&lt;br /&gt;
The Avatar possesses slightly higher maximum speed, acceleration and turning rate than both the Ur-Quan [[Dreadnought]] and [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]; its mobility is roughly average. It is quite large, however, and appropriate care should be taken near gravity wells.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Chmmr have designed the most devastating laser in the galaxy, so powerful that it ionizes the solar wind, causing visible sparkles in the void. Capable of burning through the toughest of armor in seconds, this laser makes head-to-head weapon exchanges with the Avatar a suicidal proposition. Some sources describe this primary weapon as a &amp;quot;heavy X-ray laser.&amp;quot;{{ref|1}} Unlike the other laser weapons, the Avatar&#039;s laser kills two enemy crew members per hit. While undeniably powerful, this weapon&#039;s range is quite short.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
To overcome its range deficiency, the Avatar is also outfitted with a powerful tractor beam capable of pulling ships into the Avatar&#039;s maw by generating a field of artificial gravity. The effect of the tractor beam depends on the mass of the targeted spaceship. Massive ships experience less gravitational acceleration than smaller ships.  However, an affected ship must also be fast in order to overcome the pull of this device. Slow ships and lightweight ships will inevitably be dragged in. Non-inertial spacecraft, such as the [[Arilou]] [[Skiff]] being unaffected by gravity, are immune to the tractor beam.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
In addition to its already formidable arsenal, the Avatar is orbited by three automated laser turrets nicknamed &amp;quot;ZapSats&amp;quot;. These are intended as both a form of protection and close range fire support. ZapSats will shoot repeatedly  at any enemy projectile or ship within their reach. Given their high rate of fire, ZapSats are quite effective at negating a variety of different weapon systems. While all three ZapSats are functional, the Avatar is virtually unassailable when pitted against certain adversaries. Each ZapSat has 10 hit points.&lt;br /&gt;
&lt;br /&gt;
== Tactical Overview ==&lt;br /&gt;
* While the Avatar is not the fastest of ships, its tractor beam indirectly increases its speed. With judicious use of the tractor beam, the main weapon can quickly be brought to bear on many unfortunate foes. The tractor beam can also be used to interrupt an opponent&#039;s [[Leyland Gravity Whip|gravity whip]] or even pull an opponent into the planet. However, both the main laser and the tractor beam can deplete the Avatar&#039;s power banks if overused. Indiscriminate use of the tractor beam can also send an opponent into a high speed trajectory, potentially giving them an advantage.&lt;br /&gt;
&lt;br /&gt;
* Ships that typically fare the best against the Avatar are those which can maintain a position outside of the Avatar&#039;s weapon range and shoot through its satellite ring. Ships capable of shielding themselves from damage can also threaten the Avatar by using their shield to overcome the Avatar&#039;s overwhelming firepower and attacking it from beyond its reach when able. The Avatar is much easier to defeat after its ring of ZapSats has been destroyed.&lt;br /&gt;
&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}&#039;&#039;[[3DO]] version ship video&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Avatar_icon.png|link=avatar|race=[[Chmmr]]|crew=42|value=30|batt=42|regen=0.5|primary=Heavy X-ray Laser|prim-cost=2|prim-rate=0|secondary=Tractor Beam|sec-cost=1|sec-rate=0|speed=35|turn=0.25|accel=1.166|mass=10}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Chmmr]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Cruiser&amp;diff=22214</id>
		<title>Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Cruiser&amp;diff=22214"/>
		<updated>2008-08-13T21:18:52Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_earthling_cruiser_databank.png|thumb|225px|Starship Databank Entry]] &lt;br /&gt;
The [[Earthling]] &#039;&#039;&#039;Cruiser&#039;&#039;&#039; is a vessel of happenstance.  [[Human]]ity was brought into The [[Ur-Quan Slave War]] with almost no preparation.  It was only their long history of proliferation that allowed this vessel to be so effective in the (ultimately losing) battle against the [[Ur-Quan Kzer-Za|Ur-Quan]] [[Hierarchy]]. Unlike their decision regarding the [[Syreen]] [[Penetrator]]s, the Ur-Quan destroyed the entire Cruiser fleet as well as every database for constructing the Cruisers. The notable exceptions to this destruction were the derelict [[Tobermoon]] drifting in [[Vela]]&#039;s Oort Cloud and copies of blueprint disks hidden by a former production assistant of the Detroit shipyards. It was these blueprint disks that allowed the recently formed [[New Alliance]] to manufacture Cruisers prior to the liberation of [[Earth]].&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Cruiser is a rather slow ship with abhorrent acceleration that nonetheless somehow manages to spin like a top.  The turn rate complements its weaponry well when [[pillbox]]ing is the preferred tactic. If speed is needed, a healthy gravity whip can be a boon.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Cruiser&#039;s primary weapon earned them quick respect in the [[Alliance of Free Stars|Alliance]].  It&#039;s not terribly advanced, but with the number that were stored in [[Earth]]&#039;s [[Peace Vaults]] during (and before and after) Humanity&#039;s wars against itself they were a pleasant surprise to their allies and a devastating blow to their enemies.  Based in part on the [[wikipedia:LGM-118A Peacekeeper|Peacekeeper]] missiles of the Cold War, the &amp;quot;Fire-and-forget&amp;quot; Nuclear Missile is a simple concept. Put the biggest explosive that a post-industrial nuclear society has on the end of vaguely competent tracking and navigation system; repeat several million times.  This weapon has long range and can correct for significant variation in original trajectory and later enemy movement. Unless the weapon can be shot down (no mean task) or cunningly evaded, the power of the atom will be unleashed on the enemy crew. Each missile strike kills four crew members.&lt;br /&gt;
&lt;br /&gt;
Use of the missile does carry a certain amount of risk. It is one of the few weapons in the game that can strike the ship that launched it. Fortunately, this is a rather rare occurrence.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The Cruiser&#039;s alternate weapon is a very short range point-defense laser system, killing one crew member per hit, based on mid-1980s [[wikipedia:Strategic Defense Initiative|SDI &amp;quot;Star Wars&amp;quot;]] missile defense technology. It fires lasers at all enemy ships, projectiles, asteroids, or anything else within a close radius to the Earthling ship.  This system is highly effective against daughter ships like the Ur-Quan [[Dreadnought]] Fighter and [[Orz]] [[Nemesis]] Space Marine, as well as some weaker projectiles. &lt;br /&gt;
&lt;br /&gt;
On occasions where both the primary and secondary buttons are pressed simultaneously, the point-defense laser can actually shoot down the Cruiser&#039;s own missile immediately upon launch.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
The Cruiser is highly effective when used as a stand-off ship; it is capable of delivering punishing blows from great distances, and the auto-tracking aspect of its weapons makes aiming of secondary importance. The Cruiser can even defeat an Ur-Quan Dreadnought without taking a hit, as long as it can keep its distance. Its slow speed makes this easier said than done, however.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the turning radius of the missiles can sometimes miss faster ships such as the [[Slylandro]] [[Probe]], and rarely can even go off course in such a way that it can even hit the Cruiser that fired the missile by accident.  Very high-speed ships like the [[Pkunk]] [[Fury]] can deliberately take advantage of this, but not so easily as against a [[Mycon]] [[Podship]]&lt;br /&gt;
&lt;br /&gt;
Against the [[Druuge]] [[Mauler]], the Cruiser can exploit the Mauler&#039;s slow speed and turning rate, making it difficult for the Mauler to dodge the auto-tracking missiles. The same tactic also works when up against a [[VUX]] [[Intruder]].&lt;br /&gt;
&lt;br /&gt;
==Known Ships==&lt;br /&gt;
*[[Miwok]]&lt;br /&gt;
*SpaceDuster&lt;br /&gt;
*[[Tobermoon]]&lt;br /&gt;
*Zybernaut&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Cruiser_icon.png|link=cruiser|race=[[Earthling]]|crew=18|value=11|batt=18|regen=0.111|primary=&amp;quot;Fire-and-forget&amp;quot; Nuclear Missile|prim-cost=9|prim-rate=10|secondary=Point-Defense Lasers|sec-cost=4|sec-rate=9|speed=24|turn=0.5|accel=0.6|mass=6}}&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Cruiser&amp;diff=22213</id>
		<title>Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Cruiser&amp;diff=22213"/>
		<updated>2008-08-13T21:15:49Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_earthling_cruiser_databank.png|thumb|225px|Starship Databank Entry]] &lt;br /&gt;
The [[Earthling]] &#039;&#039;&#039;Cruiser&#039;&#039;&#039; is a vessel of happenstance.  [[Human]]ity was brought into The [[Ur-Quan Slave War]] with almost no preparation.  It was only their long history of proliferation that allowed this vessel to be so effective in the (ultimately losing) battle against the [[Ur-Quan Kzer-Za|Ur-Quan]] [[Hierarchy]]. Unlike their decision regarding the [[Syreen]] [[Penetrator]]s, the Ur-Quan destroyed the entire Cruiser fleet as well as every database for constructing the Cruisers. The notable exceptions to this destruction were the derelict [[Tobermoon]] drifting in [[Vela]]&#039;s Oort Cloud and copies of blueprint disks hidden by a former production assistant of the Detroit shipyards. It was these blueprint disks that allowed the recently formed [[New Alliance]] to manufacture Cruisers prior to the liberation of [[Earth]].&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Cruiser is a rather slow ship with abhorrent acceleration that nonetheless somehow manages to spin like a top.  The turn rate complements its weaponry well when [[pillbox]]ing is the preferred tactic. If speed is needed, a healthy gravity whip can be a boon.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Cruiser&#039;s primary weapon earned them quick respect in the [[Alliance of Free Stars|Alliance]].  It&#039;s not terribly advanced, but with the number that were stored in [[Earth]]&#039;s [[Peace Vaults]] during (and before and after) Humanity&#039;s wars against itself they were a pleasant surprise to their allies and a devastating blow to their enemies.  Based in part on the [[wikipedia:LGM-118A Peacekeeper|Peacekeeper]] missiles of the Cold War, the &amp;quot;Fire-and-forget&amp;quot; Nuclear Missile is a simple concept. Put the biggest explosive that a post-industrial nuclear society has on the end of vaguely competent tracking and navigation system; repeat several million times.  This weapon has long range and can correct for significant variation in original trajectory and later enemy movement. Unless the weapon can be shot down (no mean task) or cunningly evaded, the power of the atom will be unleashed on the enemy crew. However, using the missile carries a certain amount of risk, as it is one of the few weapons that can be made to strike and damage the ship that launched it. Each missile that strikes kills four crew members.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The Cruiser&#039;s alternate weapon is a very short range point-defense laser system, killing one crew member per hit, based on mid-1980s [[wikipedia:Strategic Defense Initiative|SDI &amp;quot;Star Wars&amp;quot;]] missile defense technology. It fires lasers at all enemy ships, projectiles, asteroids, or anything else within a close radius to the Earthling ship.  This system is highly effective against daughter ships like the Ur-Quan [[Dreadnought]] Fighter and [[Orz]] [[Nemesis]] Space Marine, as well as some weaker projectiles. &lt;br /&gt;
&lt;br /&gt;
On occasions where both the primary and secondary buttons are pressed simultaneously, the point-defense laser can actually shoot down the Cruiser&#039;s own missile immediately upon launch.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
The Cruiser is highly effective when used as a stand-off ship; it is capable of delivering punishing blows from great distances, and the auto-tracking aspect of its weapons makes aiming of secondary importance. The Cruiser can even defeat an Ur-Quan Dreadnought without taking a hit, as long as it can keep its distance. Its slow speed makes this easier said than done, however.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the turning radius of the missiles can sometimes miss faster ships such as the [[Slylandro]] [[Probe]], and rarely can even go off course in such a way that it can even hit the Cruiser that fired the missile by accident.  Very high-speed ships like the [[Pkunk]] [[Fury]] can deliberately take advantage of this, but not so easily as against a [[Mycon]] [[Podship]]&lt;br /&gt;
&lt;br /&gt;
Against the [[Druuge]] [[Mauler]], the Cruiser can exploit the Mauler&#039;s slow speed and turning rate, making it difficult for the Mauler to dodge the auto-tracking missiles. The same tactic also works when up against a [[VUX]] [[Intruder]].&lt;br /&gt;
&lt;br /&gt;
==Known Ships==&lt;br /&gt;
*[[Miwok]]&lt;br /&gt;
*SpaceDuster&lt;br /&gt;
*[[Tobermoon]]&lt;br /&gt;
*Zybernaut&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Cruiser_icon.png|link=cruiser|race=[[Earthling]]|crew=18|value=11|batt=18|regen=0.111|primary=&amp;quot;Fire-and-forget&amp;quot; Nuclear Missile|prim-cost=9|prim-rate=10|secondary=Point-Defense Lasers|sec-cost=4|sec-rate=9|speed=24|turn=0.5|accel=0.6|mass=6}}&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Cruiser&amp;diff=22212</id>
		<title>Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Cruiser&amp;diff=22212"/>
		<updated>2008-08-13T21:02:05Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_earthling_cruiser_databank.png|thumb|225px|Starship Databank Entry]] &lt;br /&gt;
The [[Earthling]] &#039;&#039;&#039;Cruiser&#039;&#039;&#039; is a vessel of happenstance.  [[Human]]ity was brought into The [[Ur-Quan Slave War]] with almost no preparation.  It was only their long history of proliferation that allowed this vessel to be so effective in the (ultimately losing) battle against the [[Ur-Quan Kzer-Za|Ur-Quan]] [[Hierarchy]]. Unlike their decision regarding the [[Syreen]] [[Penetrator]]s, the Ur-Quan destroyed the entire Cruiser fleet as well as every database for constructing the Cruisers. The notable exceptions to this destruction were the derelict [[Tobermoon]] drifting in [[Vela]]&#039;s Oort Cloud and copies of blueprint disks hidden by a former production assistant of the Detroit shipyards. It was these blueprint disks that allowed the recently formed [[New Alliance]] to manufacture Cruisers prior to the liberation of [[Earth]].&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Cruiser is a rather slow ship with abhorrent acceleration that nonetheless somehow manages to spin like a top.  The turn rate complements its weaponry well when [[pillbox]]ing is the preferred tactic. If speed is needed, a healthy gravity whip can be a boon.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
The Cruiser&#039;s primary weapon earned them quick respect in the [[Alliance of Free Stars|Alliance]].  It&#039;s not terribly advanced, but with the number that were stored in [[Earth]]&#039;s [[Peace Vaults]] during (and before and after) Humanity&#039;s wars against itself they were a pleasant surprise to their allies and a devastating blow to their enemies.  Based in part on the [[wikipedia:LGM-118A Peacekeeper|Peacekeeper]] missiles of the Cold War, the &amp;quot;Fire-and-forget&amp;quot; Nuclear Missile is a simple concept. Put the biggest explosive that a post-industrial nuclear society has on the end of vaguely competent tracking and navigation system; repeat several million times.  This weapon has long range and can correct for significant variation in original trajectory and later enemy movement. Unless the weapon can be shot down (no mean task) or cunningly evaded, the power of the atom will be unleashed on the enemy crew. However, using the missile carries a certain amount of risk, as it is one of the few weapons that can be made to strike and damage the ship that launched it. Each missile that strikes kills four crew members.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The Cruiser&#039;s alternate weapon is a very short range point-defense laser system, killing 1 crew member per hit, based on mid-1980s [[wikipedia:Strategic Defense Initiative|&amp;quot;Star Wars&amp;quot;]] missile defense technology. It fires lasers at enemy ships, projectiles, asteroids, or anything else that is close to the Earthling ship.  This system is proof against daughter ships like the Ur-Quan [[Dreadnought]] Fighter and [[Orz]] [[Nemesis]] Space Marine, as well as some weaker projectiles.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
The Cruiser is highly effective when used as a stand-off ship; it is capable of delivering punishing blows from great distances, and the auto-tracking aspect of its weapons makes aiming of secondary importance. The Cruiser can even defeat an Ur-Quan Dreadnought without taking a hit, as long as it can keep its distance. Its slow speed makes this easier said than done, however.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the turning radius of the missiles can sometimes miss faster ships such as the [[Slylandro]] [[Probe]], and rarely can even go off course in such a way that it can even hit the Cruiser that fired the missile by accident.  Very high-speed ships like the [[Pkunk]] [[Fury]] can deliberately take advantage of this, but not so easily as against a [[Mycon]] [[Podship]]&lt;br /&gt;
&lt;br /&gt;
Against the [[Druuge]] [[Mauler]], the Cruiser can exploit the Mauler&#039;s slow speed and turning rate, making it difficult for the Mauler to dodge the auto-tracking missiles. The same tactic also works when up against a [[VUX]] [[Intruder]].&lt;br /&gt;
&lt;br /&gt;
==Known Ships==&lt;br /&gt;
*[[Miwok]]&lt;br /&gt;
*SpaceDuster&lt;br /&gt;
*[[Tobermoon]]&lt;br /&gt;
*Zybernaut&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Cruiser_icon.png|link=cruiser|race=[[Earthling]]|crew=18|value=11|batt=18|regen=0.111|primary=&amp;quot;Fire-and-forget&amp;quot; Nuclear Missile|prim-cost=9|prim-rate=10|secondary=Point-Defense Lasers|sec-cost=4|sec-rate=9|speed=24|turn=0.5|accel=0.6|mass=6}}&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Penetrator&amp;diff=22211</id>
		<title>Penetrator</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Penetrator&amp;diff=22211"/>
		<updated>2008-08-13T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Navigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_syreen_penetrator_databank.png|thumb|225px|Starship Databank Entry]] &lt;br /&gt;
The [[Syreen]] &#039;&#039;&#039;Penetrator&#039;&#039;&#039; is lightly crewed and not terribly powerful in terms of offensive weaponry, but it is able to use &amp;quot;wiles&amp;quot; to strengthen itself while weakening enemy ships.  With the [[Mycon]] [[Podship]] and the [[Pkunk]] [[Fury]], the Penetrator is one of the few ships able to come out of battle stronger than they went in.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Penetrator has a good turn rate and a fair top speed but suffers from somewhat lacking acceleration. Its shape, center of gravity and turn rate can be masterfully combined into an orbiting maneuver, during which the Penetrator circles a planet until it finds the direction it wants, so as to use the Gravity-whip maneuver.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Penetrator&#039;s primary weapon is a weak, forward-firing weapon with a fair range and acceptable firing rate. Each shot from the weapon kills two enemy crew members. Normally it is used for nothing but finishing off a Psi-resistant captain. This weapon is more commonly known as a &amp;quot;Particle Beam Stiletto&amp;quot;, or alternatively as a &amp;quot;light Electron Dagger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
To compensate for its lack of offensive power, the Penetrator captain employs the &amp;quot;Syreen Song&amp;quot;, a short-range hypnosis field designed to lure enemy crew from their ships via the airlocks. The effectiveness of the Syreen Song decreases with distance. When the ships are right next to eachother, eight crew members may desert, but a ship will never be abandoned altogether. If the Penetrator picks up the crew, they will willingly serve alongside the Syreen as members of the Penetrator&#039;s crew; if the enemy ship reclaims their crew, they are able to counteract the effects of the hypnosis field -- at least for a while.  During the war, crews on board Syreen ships became a surreal pastiche of alien races, with [[Ilwrath]], [[VUX]], [[Spathi]] and others working dutifully side by side with human volunteers under the command of beautiful Syreen officers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Syreen Song&amp;quot; has no effect on non-sentient beings like the [[Slylandro]] [[Probe]].&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
Against most ships, the tactic is pretty straightforward -- close in quickly, evade incoming fire, and use the &amp;quot;Syreen Song&amp;quot; to bolster your ranks and weaken the enemy&#039;s.  Once you have made the enemy&#039;s crew your own, finish them off with a few quick shots. &lt;br /&gt;
Slow ships are the prefereable targets for Penetrator captains. &lt;br /&gt;
Ships with good turn rates and/or good firing rates are what Syreen captains fear most.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
*When fighting a [[Mycon]] [[Podship]], the Penetrator can outrun a plasmoid but only if already at its best speed. If the Podship tries to regenerate lost crew, the Penetrator should hold patiently and let the Mycon send more crew as prey for the Syreen Song.&lt;br /&gt;
*The [[Ilwrath]] [[Avenger]] is also easy prey for the Penetrator, as the Syreen Song is effective even when the Avenger is cloaked (thus also serving to reveal the Avenger&#039;s position), and the Penetrator&#039;s engines can easily keep the ship out of the Avenger&#039;s attack range. A human-controlled Avenger will try orbiting the planet, forcing the Penetrator to close in, then using a [[Leyland Gravity Whip]], which will prove much more dangerous for the Penetrator. Worth noting is that the crew pulled near the planet will crash on it and be lost for both sides.&lt;br /&gt;
*Surprisingly, the [[Pkunk]] [[Fury]] has become a favorite target for Syreen captains. The Fury&#039;s short-range weaponry forces it to close to song distance and the relatively wide profile of the ship&#039;s wings create a good target for the stiletto gun. Finally, the reincarnation habit of the Pkunk makes it nearly as good a crew factory as the Podship. Once fully crewed, a single Penetrator can take on entire fleets of Furies without flinching.&lt;br /&gt;
*[[Chenjesu]] [[Broodhome]] ships are quite pained trying to keep the Penetrator off their back. &lt;br /&gt;
*The [[Earthling]] [[Cruiser]]s&#039; cumbersome nukes are easily dodged by the slick Penetrator, and at close range the dismal recharge rate usually forces the Cruiser captain into a &amp;quot;Scorched Earth&amp;quot; tactic - shooting his own crew with point-defense lasers rather than seeing them aboard the Penetrator.&lt;br /&gt;
*After mastering the art of evading the [[Ur-Quan Kohr-Ah|Kohr-Ah]] spinning blades (which is a bit harder than with the other maneuverable ships because turning will expose the larger lateral area to hits from the [[Marauder]]), Penetrators can prove a nasty surprise for the Marauder captain.&lt;br /&gt;
*[[Umgah]] [[Drone]]s are especially easy opponents. All the Penetrator has to do is go in front of it (so that it is not touched by the antimatter cone) and use the Syreen Song to lure all its crew out, then fly around the ship to catch them. The Drone often accidentally kills the crew, flying towards the Penetrator with the cone always on. Using the retro-propulsion system is not recommended for the Drone, as it exposes the ship to the Penetrator&#039;s particle beam stiletto; the Penetrator will anyway be forced to fly into the Drone&#039;s cone to kill the ship&#039;s last crew member.&lt;br /&gt;
*[[Thraddash]] [[Torch]]es are essentially flying crew carriers for the Penetrator.  Their speed and turn rate is fast enough to totally avoid the Thraddash&#039;s fire, and the Torch is too slow to effectively dodge the Stiletto.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
*Being the only maneuverable ship with a longer length than width, the Penetrator is especially vulnerable when turning (especially against slow-firing ships with powerful weapons such as the [[Dreadnought]], the Marauder or the Broodhome).&lt;br /&gt;
*The [[Shofixti]] [[Scout]], with its [[Glory Device]].&lt;br /&gt;
*Nimble, quick firing ships such as the [[X-Form]] in laser form, the [[Utwig]] [[Jugger]] and the [[Yehat]] [[Terminator]].&lt;br /&gt;
*It is also easy prey for the [[Slylandro]] [[Probe]], with the Probe&#039;s superior maneuverability and invulnerability to the Song.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Penetrator_icon.png|link=penetrat|race=[[Syreen]]|crew=12&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(starting)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; / 42&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(max)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; |value=13|batt=16|regen=0.142|primary=Particle Beam Stilleto|prim-cost=1|prim-rate=8|secondary=Syreen Song|sec-cost=5|sec-rate=10|speed=36|turn=0.5|accel=4.5|mass=2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Syreen]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Penetrator&amp;diff=22210</id>
		<title>Penetrator</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Penetrator&amp;diff=22210"/>
		<updated>2008-08-13T20:34:29Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Strengths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_syreen_penetrator_databank.png|thumb|225px|Starship Databank Entry]] &lt;br /&gt;
The [[Syreen]] &#039;&#039;&#039;Penetrator&#039;&#039;&#039; is lightly crewed and not terribly powerful in terms of offensive weaponry, but it is able to use &amp;quot;wiles&amp;quot; to strengthen itself while weakening enemy ships.  With the [[Mycon]] [[Podship]] and the [[Pkunk]] [[Fury]], the Penetrator is one of the few ships able to come out of battle stronger than they went in.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Penetrator has a good turn-rate and a fair speed but suffers from a somewhat lacking acceleration. Its shape, center of gravity and turn-rate can be masterfully combined into an orbiting maneuver, during which the Penetrator circles a planet until it finds the direction it wants, so as to use the Gravity-whip maneuver.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Penetrator&#039;s primary weapon is a weak, forward-firing weapon with a fair range and acceptable firing rate. Each shot from the weapon kills two enemy crew members. Normally it is used for nothing but finishing off a Psi-resistant captain. This weapon is more commonly known as a &amp;quot;Particle Beam Stiletto&amp;quot;, or alternatively as a &amp;quot;light Electron Dagger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
To compensate for its lack of offensive power, the Penetrator captain employs the &amp;quot;Syreen Song&amp;quot;, a short-range hypnosis field designed to lure enemy crew from their ships via the airlocks. The effectiveness of the Syreen Song decreases with distance. When the ships are right next to eachother, eight crew members may desert, but a ship will never be abandoned altogether. If the Penetrator picks up the crew, they will willingly serve alongside the Syreen as members of the Penetrator&#039;s crew; if the enemy ship reclaims their crew, they are able to counteract the effects of the hypnosis field -- at least for a while.  During the war, crews on board Syreen ships became a surreal pastiche of alien races, with [[Ilwrath]], [[VUX]], [[Spathi]] and others working dutifully side by side with human volunteers under the command of beautiful Syreen officers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Syreen Song&amp;quot; has no effect on non-sentient beings like the [[Slylandro]] [[Probe]].&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
Against most ships, the tactic is pretty straightforward -- close in quickly, evade incoming fire, and use the &amp;quot;Syreen Song&amp;quot; to bolster your ranks and weaken the enemy&#039;s.  Once you have made the enemy&#039;s crew your own, finish them off with a few quick shots. &lt;br /&gt;
Slow ships are the prefereable targets for Penetrator captains. &lt;br /&gt;
Ships with good turn rates and/or good firing rates are what Syreen captains fear most.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
*When fighting a [[Mycon]] [[Podship]], the Penetrator can outrun a plasmoid but only if already at its best speed. If the Podship tries to regenerate lost crew, the Penetrator should hold patiently and let the Mycon send more crew as prey for the Syreen Song.&lt;br /&gt;
*The [[Ilwrath]] [[Avenger]] is also easy prey for the Penetrator, as the Syreen Song is effective even when the Avenger is cloaked (thus also serving to reveal the Avenger&#039;s position), and the Penetrator&#039;s engines can easily keep the ship out of the Avenger&#039;s attack range. A human-controlled Avenger will try orbiting the planet, forcing the Penetrator to close in, then using a [[Leyland Gravity Whip]], which will prove much more dangerous for the Penetrator. Worth noting is that the crew pulled near the planet will crash on it and be lost for both sides.&lt;br /&gt;
*Surprisingly, the [[Pkunk]] [[Fury]] has become a favorite target for Syreen captains. The Fury&#039;s short-range weaponry forces it to close to song distance and the relatively wide profile of the ship&#039;s wings create a good target for the stiletto gun. Finally, the reincarnation habit of the Pkunk makes it nearly as good a crew factory as the Podship. Once fully crewed, a single Penetrator can take on entire fleets of Furies without flinching.&lt;br /&gt;
*[[Chenjesu]] [[Broodhome]] ships are quite pained trying to keep the Penetrator off their back. &lt;br /&gt;
*The [[Earthling]] [[Cruiser]]s&#039; cumbersome nukes are easily dodged by the slick Penetrator, and at close range the dismal recharge rate usually forces the Cruiser captain into a &amp;quot;Scorched Earth&amp;quot; tactic - shooting his own crew with point-defense lasers rather than seeing them aboard the Penetrator.&lt;br /&gt;
*After mastering the art of evading the [[Ur-Quan Kohr-Ah|Kohr-Ah]] spinning blades (which is a bit harder than with the other maneuverable ships because turning will expose the larger lateral area to hits from the [[Marauder]]), Penetrators can prove a nasty surprise for the Marauder captain.&lt;br /&gt;
*[[Umgah]] [[Drone]]s are especially easy opponents. All the Penetrator has to do is go in front of it (so that it is not touched by the antimatter cone) and use the Syreen Song to lure all its crew out, then fly around the ship to catch them. The Drone often accidentally kills the crew, flying towards the Penetrator with the cone always on. Using the retro-propulsion system is not recommended for the Drone, as it exposes the ship to the Penetrator&#039;s particle beam stiletto; the Penetrator will anyway be forced to fly into the Drone&#039;s cone to kill the ship&#039;s last crew member.&lt;br /&gt;
*[[Thraddash]] [[Torch]]es are essentially flying crew carriers for the Penetrator.  Their speed and turn rate is fast enough to totally avoid the Thraddash&#039;s fire, and the Torch is too slow to effectively dodge the Stiletto.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
*Being the only maneuverable ship with a longer length than width, the Penetrator is especially vulnerable when turning (especially against slow-firing ships with powerful weapons such as the [[Dreadnought]], the Marauder or the Broodhome).&lt;br /&gt;
*The [[Shofixti]] [[Scout]], with its [[Glory Device]].&lt;br /&gt;
*Nimble, quick firing ships such as the [[X-Form]] in laser form, the [[Utwig]] [[Jugger]] and the [[Yehat]] [[Terminator]].&lt;br /&gt;
*It is also easy prey for the [[Slylandro]] [[Probe]], with the Probe&#039;s superior maneuverability and invulnerability to the Song.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Penetrator_icon.png|link=penetrat|race=[[Syreen]]|crew=12&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(starting)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; / 42&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(max)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt; |value=13|batt=16|regen=0.142|primary=Particle Beam Stilleto|prim-cost=1|prim-rate=8|secondary=Syreen Song|sec-cost=5|sec-rate=10|speed=36|turn=0.5|accel=4.5|mass=2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Syreen]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Scout&amp;diff=22209</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Scout&amp;diff=22209"/>
		<updated>2008-08-13T20:15:05Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Tactical Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_shofixti_scout_databank.png|thumb|225px|Starship Databank Entry]]&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] is a small, speedy ship, whose outwardly weak appearance masks a weapon of great and devastating power.&lt;br /&gt;
&lt;br /&gt;
This ship is the workhorse of the [[Shofixti]], though designed with [[Yehat]] technologies. They possess a fearsome explosive weapon, the [[Glory Device]], a kamikaze charge with a wide and powerful explosion blast.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Scout is a small, fast, and maneuverable ship with excellent acceleration.  Gravity wells do not affect it much, but collisions with asteroids can knock it wildly off-course.  It is especially susceptible to the [[Chmmr]] [[Avatar]]&#039;s tractor beam, though using  such a device on a Scout is comparable to pulling a timed bomb towards your chest.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Scout is equipped with the Mendokusai Energy Dart, a weak, forward-firing projectile with a short-to-medium range and a fast firing rate.  This is held in check by the puny combat batteries aboard the vessel.&lt;br /&gt;
&lt;br /&gt;
Mendōkusai, rather appropriately, translates to &#039;annoying&#039; in Japanese.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
When faced with defeat, each Scout vessel can use its ultimate weapon, the [[Glory device]]: a powerful bomb capable of inflicting massive damage to an enemy vessel at close range. Unfortunately, detonating the Glory device is fatal to everyone aboard the Scout vessel when the device is activated.  To prevent accidental activation, the secondary weapon must be pressed three times.  A series of switches is visible in the melee screen so that pilots may see if the bomb is ready to detonate or not.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
Against a [[VUX]] [[Intruder]], this vessel is all but unstoppable.  It can outrun the Intruder and its limpets, and the Scout&#039;s Energy Dart has a greater range than the Intruder&#039;s laser.  Circle the enemy, raining fire upon it, until victory is yours. The Umgah falls in a similar manner.&lt;br /&gt;
&lt;br /&gt;
The [[Glory device]] is effective against the [[Chmmr]] [[Avatar]] because it can destroy two, or sometimes even three [[Avatar#Additional|ZapSat]]s if activated at short range.&lt;br /&gt;
&lt;br /&gt;
Against the [[Dreadnought]], the best that the Scout can hope for is to destroy the Ur-Quan Kzer-Za&#039;s fighters to the point where the crew is low enough to be destroyed by the glory device.  Although both ships are destroyed, a ship with the value of 5 was sacrificed to destroy a ship with the value of 30!&lt;br /&gt;
&lt;br /&gt;
Against many other ships, the Scout is weak, but proper use of the Energy Dart and Glory device can sap the strength of the enemy ship so that others may have an easier time destroying it. Ships with a small crew complement (either from battle damage or with a normally small crew complement) can instantly be killed with the Glory device. Strategically, this means that the cheaper Scout can kill a more expensive ship simply by activating the Glory device. Slow ships with a small crew complement are particularly vulnerable to this tactic because they cannot escape a Scout that wishes to activate the Glory device.&lt;br /&gt;
&lt;br /&gt;
Undamaged ships that the Glory device can instantly destroy at short range include the following:&lt;br /&gt;
*[[Arilou Lalee&#039;lay]] [[Skiff]]&lt;br /&gt;
*[[Druuge]] [[Mauler]]&lt;br /&gt;
*[[Orz]] [[Nemesis]]&lt;br /&gt;
*[[Pkunk]] [[Fury]]&lt;br /&gt;
*[[Thraddash]] [[Torch]]&lt;br /&gt;
*[[Umgah]] [[Drone]]&lt;br /&gt;
*[[Zoq-Fot-Pik]] [[Stinger]]&lt;br /&gt;
*[[Slylandro]] [[Probe]]&lt;br /&gt;
*Another [[Shofixti]] Scout&lt;br /&gt;
&lt;br /&gt;
Some pilots prefer to simply use the Scout as a simple bomb, ignoring the Energy Dart, and only carrying the ship with them to weaken a particularly hard enemy.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Scout_icon.png|race=[[Shofixti]]|link=scout|crew=6|value=5|batt=4|regen=0.1|primary=Mendokusai Energy Dart|prim-rate=3|prim-cost=1|secondary=[[Glory Device]]|sec-rate=0|sec-cost=0|speed=35|turn=0.5|accel=5|mass=1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shofixti]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Scout&amp;diff=22208</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Scout&amp;diff=22208"/>
		<updated>2008-08-13T20:08:25Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Tactical Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Star_control_i_shofixti_scout_databank.png|thumb|225px|Starship Databank Entry]]&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] is a small, speedy ship, whose outwardly weak appearance masks a weapon of great and devastating power.&lt;br /&gt;
&lt;br /&gt;
This ship is the workhorse of the [[Shofixti]], though designed with [[Yehat]] technologies. They possess a fearsome explosive weapon, the [[Glory Device]], a kamikaze charge with a wide and powerful explosion blast.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Scout is a small, fast, and maneuverable ship with excellent acceleration.  Gravity wells do not affect it much, but collisions with asteroids can knock it wildly off-course.  It is especially susceptible to the [[Chmmr]] [[Avatar]]&#039;s tractor beam, though using  such a device on a Scout is comparable to pulling a timed bomb towards your chest.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Scout is equipped with the Mendokusai Energy Dart, a weak, forward-firing projectile with a short-to-medium range and a fast firing rate.  This is held in check by the puny combat batteries aboard the vessel.&lt;br /&gt;
&lt;br /&gt;
Mendōkusai, rather appropriately, translates to &#039;annoying&#039; in Japanese.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
When faced with defeat, each Scout vessel can use its ultimate weapon, the [[Glory device]]: a powerful bomb capable of inflicting massive damage to an enemy vessel at close range. Unfortunately, detonating the Glory device is fatal to everyone aboard the Scout vessel when the device is activated.  To prevent accidental activation, the secondary weapon must be pressed three times.  A series of switches is visible in the melee screen so that pilots may see if the bomb is ready to detonate or not.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
Against a [[VUX]] [[Intruder]], this vessel is all but unstoppable.  It can outrun the Intruder and its limpets, and the Scout&#039;s Energy Dart has a greater range than the Intruder&#039;s laser.  Circle the enemy, raining fire upon it, until victory is yours.&lt;br /&gt;
&lt;br /&gt;
The [[Glory device]] is effective against the [[Chmmr]] [[Avatar]] because it can destroy two, or sometimes even three [[Avatar#Additional|ZapSat]]s if activated at short range.&lt;br /&gt;
&lt;br /&gt;
Against the [[Dreadnought]], the best that the Scout can hope for is to destroy the Ur-Quan Kzer-Za&#039;s fighters to the point where the crew is low enough to be destroyed by the glory device.  Although both ships are destroyed, a ship with the value of 5 was sacrificed to destroy a ship with the value of 30!&lt;br /&gt;
&lt;br /&gt;
Against many other ships, the Scout is weak, but proper use of the Energy Dart and Glory device can sap the strength of the enemy ship so that others may have an easier time destroying it. Ships with a small crew complement (either from battle damage or with a normally small crew complement) can instantly be killed with the Glory device. Strategically, this means that the cheaper Scout can kill a more expensive ship simply by activating the Glory device. Slow ships with a small crew complement are particularly vulnerable to this tactic because they cannot escape a Scout that wishes to activate the Glory device.&lt;br /&gt;
&lt;br /&gt;
Undamaged ships that the Glory device can instantly destroy at short range include the following:&lt;br /&gt;
*[[Arilou Lalee&#039;lay]] [[Skiff]]&lt;br /&gt;
*[[Druuge]] [[Mauler]]&lt;br /&gt;
*[[Orz]] [[Nemesis]]&lt;br /&gt;
*[[Pkunk]] [[Fury]]&lt;br /&gt;
*[[Thraddash]] [[Torch]]&lt;br /&gt;
*[[Umgah]] [[Drone]]&lt;br /&gt;
*[[Zoq-Fot-Pik]] [[Stinger]]&lt;br /&gt;
*[[Slylandro]] [[Probe]]&lt;br /&gt;
*Another [[Shofixti]] Scout&lt;br /&gt;
&lt;br /&gt;
Some pilots prefer to simply use the Scout as a simple bomb, ignoring the Energy Dart, and only carrying the ship with them to weaken a particularly hard enemy.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Scout_icon.png|race=[[Shofixti]]|link=scout|crew=6|value=5|batt=4|regen=0.1|primary=Mendokusai Energy Dart|prim-rate=3|prim-cost=1|secondary=[[Glory Device]]|sec-rate=0|sec-cost=0|speed=35|turn=0.5|accel=5|mass=1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shofixti]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Jugger&amp;diff=22207</id>
		<title>Jugger</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Jugger&amp;diff=22207"/>
		<updated>2008-08-13T19:53:57Z</updated>

		<summary type="html">&lt;p&gt;Mainman: /* Tactical Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Utwig_Jugger_Icon.png|right]]&lt;br /&gt;
The [[Utwig]] [[Jugger]] is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Jugger is surprisingly fast for its size, although its acceleration is weak.  But it is also outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.&lt;br /&gt;
&lt;br /&gt;
==Armament==&lt;br /&gt;
===Primary===&lt;br /&gt;
The Jugger&#039;s main weapon is an array of six forward-facing, &amp;quot;energy spear&amp;quot; cannons powered by an extremely efficient combat dynamo system.  With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries.  With a moderate rate of fire and damage, a Jugger can obliterate most other ships with a few salvos. Each cannon &amp;quot;spear&amp;quot; in a salvo will kill one member of the enemy&#039;s crew upon striking the ship.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
The Jugger is equipped with a unique shielding system.  It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries!  However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shields are no longer usable. The only way for a Jugger to get its energy levels back up then is by leaving the combat theater; a Jugger always enters battle with its batteries at half of its maximum capacity.&lt;br /&gt;
&lt;br /&gt;
==Tactical Overview==&lt;br /&gt;
The Jugger&#039;s shields consume energy when used, but they absorb energy from enemy attacks.  Therefore, a skilled Jugger pilot who uses his shields only when necessary can keep his batteries fully charged and minimize damage to his ship.  A corollary to this is that one should keep an eye on &amp;quot;skirmisher&amp;quot; weapons that require more energy to shield against than will be regained by shielding against them.  Such weapons can slowly bleed the batteries dry, leaving captains in a vulnerable position.&lt;br /&gt;
&lt;br /&gt;
The Jugger&#039;s massive size and poor acceleration make [[gravity well]]s particularly dangerous, since at full speed they can be difficult to avoid.  This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.&lt;br /&gt;
&lt;br /&gt;
When fighting a computer-controlled [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], a most effective strategy is a full-on frontal assault.  The computer makes a policy of firing as fast as it can, so on approach, absorb all the punishment they can dish out, and when their fuel tanks run dry, take a potshot or two from point-blank range.  As soon as they get enough energy to fire back, they will, so keep the shields at the ready, and whittle them down to nothing with impunity. Indeed, some consider this ship to be more effective against Dreadnoughts AND Marauders than even the almighty [[Chmmr]] [[Avatar]]! It is worth noting, however, that a lone Dreadnought fighter represents a hole in this strategy, as their individual attacks do not appreciably replenish the Jugger&#039;s shields, and once shield energy is exhausted the Jugger can easily be picked apart.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that a Jugger&#039;s shields do not absorb energy from an [[Androsynth]] [[Guardian]] in its Blazer form.  While the Jugger won&#039;t take damage from the [[Guardian]]&#039;s Blazer form, it also cannot re-energize its Batteries from it.  It can, however, re-energize from the molecular acid spheres the [[Guardian]] fires, just like it might from any other standard projectile.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that the shield does not protect against the [[Shofixti]] [[Scout]]&#039;s [[Glory Device]]. The Jugger takes the same damage from the explosion whether shielded or unshielded.&lt;br /&gt;
&lt;br /&gt;
===Strong Against===&lt;br /&gt;
[[Umgah]] [[Drone]]:  All an Utwig captain has to do is allow the Drone to fire upon the Jugger for a while, allowing the Jugger to fully replenish its batteries.  After this, the Utwig captain merely has to get out of the Umgah&#039;s effective range, and rip the Drone to pieces. Even if the Drone keeps its antimatter cone up, it is possible to get into a position where the outer spears can fire around the cone.&lt;br /&gt;
&lt;br /&gt;
[[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]:  As noted above, a direct frontal assault is often the best tactic.  The Marauder is not quite fast enough to outrun the Jugger on its own, and well-timed use of the energy shield will allow the Jugger to withstand both the homing mines and the F.R.I.E.D. without damage.  Once weapons range is achieved, there is little the Marauder can do to prevent the Jugger&#039;s endless salvoes from reducing it to scrap.  The Jugger captain must remain alert, however, for any already-fired mines that may be slowly closing in; concentrating solely on shielding against direct shots can lead to indirect casualties.&lt;br /&gt;
&lt;br /&gt;
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]: As noted above, a direct frontal assault is usually the best tactic. An AI Dreadnought will rarely deploy fighters against a Jugger with shield energy, as the energy spears can easily strike them down. The fusion blasts are good for recovering a Jugger&#039;s shields, as they deal the highest amount of damage/firing rate and thus recover the fastest amount of energy in the shortest time of any weapon in the game except the Hellbore Cannon (full game only).&lt;br /&gt;
&lt;br /&gt;
[[Mycon]] [[Podship]]: The slow firing rate and high visibility of the Mycon&#039;s projectiles mean that an Utwig can usually leave this battle with no damage, although their very close max speeds (although the Utwig&#039;s is slightly higher) mean that this battle can take a while, especially if the Mycon is allowed to regenerate.&lt;br /&gt;
&lt;br /&gt;
===Tenuous Against===&lt;br /&gt;
[[Chenjesu]] [[Broodhome]]: The Broodhome&#039;s DOGIs can rapidly drain an Utwig&#039;s battery, leaving it defenseless and forced to resort to a probably-fatal frontal charge. However, the DOGIs are slow-moving, as well as being a big target, and if the Jugger can take them down the battle will usually only go one way.&lt;br /&gt;
&lt;br /&gt;
===Weak Against===&lt;br /&gt;
[[Melnorme]] [[Trader]]: The Trader&#039;s confusion ray, in addition to causing the Jugger to rotate uncontrollably, prevents use of the shield as long as the Jugger is affected, allowing the Trader to pick it apart with relative ease. The fast turning rate and slow firing rate of the Jugger mean that the captain will find it difficult to strike accurately even with timed shots.&lt;br /&gt;
&lt;br /&gt;
[[Orz]] [[Nemesis]]: When faced with the Nemesis&#039; Marines an Utwig captain is faced with two choices: Allow them inside the ship and hope for the best or consume valuable shield energy to deflect them and attempt to shoot the relatively small targets down with the widely-spread energy spears. The space marines do not restore the Jugger&#039;s battery if deflected.&lt;br /&gt;
&lt;br /&gt;
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Utwig]]&lt;/div&gt;</summary>
		<author><name>Mainman</name></author>
	</entry>
</feed>